Using Blind Data to store more accurate animations
Golaem animations files (.gmo) can store more than the golaem converted animation, it can store the full source animation values (rotations and translations) in blind data.
When using this possibility, be aware that:
- such animations won't be able to be mapped to another character than the one it was made on;
- such animations won't be ground adapted;
- animation files will be a bit more heavy.
But it's also possible to mix Golaem animations with blind data animation by mapping the parts of the skeleton that should be golaem animated and letting parts that should be animated by blind data unmapped. It's then possible to only map the legs of a character to ensure it will be possible to ground adapt it, but let a tail or any other bone chain unmapped to ensure it'll replay the exact source animation by using blind data.
Storing the source animation in Blind Data.
To store the full source animation in Blind Data, check the "Store full source animation in blind data" option before importing the motion during the motion file creation process.
Character Maker Motion Import Options
To make sure the source animation was correctly exported in blind data, it's possible to use the Motion Clip Preview tool and check that blind data channels where created for all joints translation (.tX .tY and .tZ) and rotation (.qX .qY .qZ and .qW). Note that some channels may not be showed in the Motion Clip Preview if they're un-animated:
Source animation Blind Data in the Motion Clip Preview
Using the source animation stored in Blind Data.
To use source animation blind data on a given entity type, the blind data channels needs to be activated. This is done by checking the "Use Specific Animation Blind Data" option in the Advanced Attributes of an Entity Type:
Entity Type Advanced Attributes